[MODDING] Prophesy of Pendor Tweaks and Talk

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First you need to understand what does the tweak change. And I'm not talking about understanding what does the code actually mean. Just the pattern. It adds a troop range to an already existing trigger, in form of
1073741857 3 1224979098644774913 troop_range_min troop_range_max
as said in the description (1073741857 3 1224979098644774913 360287970189639865 360287970189639884 for adding Pendor troops)

So to undo the gender swap of Fierdsvain units, you remove the other 2 ranges that look similarly, and decrease the operation counter (13) by the same method that you would've increased it if you added a new range instead. Therefore, remove this:
1073741857 3 1224979098644774913 360287970189639823 360287970189639827 1073741857 3 1224979098644774913 360287970189639837 360287970189639840
And decrease that highlighted 13 by 2 (13 -> 11). For all 33 instances of the trigger.


#Edit: Never mind, it does not crash the game, but it doesn't remove the mix-genderization of Fierdsvain troops. I absolutely didn't have time to test it when I posted, now I did. Something else is working in the background too, which I have no idea what it is atm. Furthermore, you'd need to start a new game even if you succeeded with the removal of mix-gendered troops...

Thanks for trying anyway
 
Is there a way to change the layout of a city castle in Pendor to one imported from native, i.e. make Singal have the castle interior of Shariz?
With the Parties Editor of Morgh's Editor, you can see which town is which. Shariz is #19 among towns (Native), while Singal is #14 (PoP).

So, to replace the castle interior of Singal with that of Shariz, copy scn_town_19_castle.sco from the SceneObj folder of Native to another spot, rename it to scn_town_14_castle.sco and paste it to the SceneObj folder of PoP. Fief scenes usually don't need adjustments in scenes.txt
 
But I have no idea if it's a hardcoded thing or not...
It is, I'm afraid. Party speed can be affected only by pathfinding and amount of members with "mounted" flag, pretty much what 21 j) does, but there is no script or operation to directly modify it.
Well, turns out this script does exist, it is just commented out so it is not called by game engine. But it will be, if "enabled" manually, and will take effect. So this tweak is possible, at the end.
 
Increasing party speed
1. Open scripts.txt and increase counter by +1.
2. In the end of file add new script

Don't forget to add a space before and in the end of the second line 20 23 2 1224979098644774912 1. I don't know how to properly format text.
game_get_party_speed_multiplier -1
20 23 2 1224979098644774912 1 2133 2 1224979098644774913 150 2156 2 1224979098644774914 1224979098644774912 2124 1 100 2130 1 1224979098644774914 2125 2 1224979098644774915 1224979098644774914 2108 2 1224979098644774915 200 2105 2 1224979098644774913 1224979098644774915 4 0 31 2 1224979098644774912 648518346341351424 2107 2 1224979098644774913 110 2108 2 1224979098644774913 100 3 0 4 0 1609 2 1224979098644774916 1224979098644774912 33 3 1224979098644774916 576460752303423556 576460752303423578 2107 2 1224979098644774913 110 2108 2 1224979098644774913 100 3 0 2075 1 1224979098644774913


2133 2 1224979098644774913 150 - All party speed will be increased by 50%
2108 2 1224979098644774915 200 - With this you can affect how much speed will be reduced depending on party size. Posible from 100: less reduction for speed to 200: medium. Due to hardcoded mechanics very big party will get increase for speed but not very much. For 100 - speed starts to increase after 5000 party size and for 200 after 14000. The increase is 0.1 for speed and it is not very big. Everything between 100 and 200 should work fine and safety to use. If you change 200 to a very big number like 10000 it will almost turn off increasing speed depending on party size.
2107 2 1224979098644774913 110 - The first instance is bonus for main party speed. Overall speed will be increased by 10%.
2107 2 1224979098644774913 110 - The second is for Unique Spawns

("game_get_party_speed_multiplier",
[
(store_script_param, ":party_no", 1),
(assign, ":result", 150),
(store_party_size, ":size", ":party_no"),
(set_fixed_point_multiplier, 100),
(convert_to_fixed_point, ":size"),
(store_sqrt, ":sqrt_size", ":size"),
(val_div, ":sqrt_size", 100),
(val_add, ":result", ":sqrt_size"),
(try_begin),
(eq, ":party_no", "p_main_party"),
(val_mul, ":result", 110),
(val_div, ":result", 100),
(try_end),
(try_begin),
(party_get_template_id, ":party_template_id", ":party_no"),
(is_between, ":party_template_id", "pt_wolfbode", "pt_refugees"),
(val_mul, ":result", 110),
(val_div, ":result", 100),
(try_end),
(set_trigger_result, ":result"),
]),
 
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Added multishot tweak #11: https://forums.taleworlds.com/index...f-pendor-tweaks-and-talk.386332/#post-9153614

Somehow forum still deletes extra spaces which are essential for tweaks. This and the fact that it automatically turns some digits/symbols into emotes are the reason why I probably won't post here any more tweaks. They could still be found on Wikia as Gorvex follows the Russian tweak section as well, so no worries.
Dude, just use pastebin or something like that.
 
With the Parties Editor of Morgh's Editor, you can see which town is which. Shariz is #19 among towns (Native), while Singal is #14 (PoP).

So, to replace the castle interior of Singal with that of Shariz, copy scn_town_19_castle.sco from the SceneObj folder of Native to another spot, rename it to scn_town_14_castle.sco and paste it to the SceneObj folder of PoP. Fief scenes usually don't need adjustments in scenes.txt

Thanks. I did as you suggested - still does not seem to work. Maybe it does not need a scenes.txt adjustment?
 
Maybe it does not need a scenes.txt adjustment?
Interiors need you to specify interior mesh (unlike other scene objects, it doesn't count as prop and thus isn't stored in .sco file). Open scenes.txt, find this record:

scn_town_14_castle town_14_castle 1 interior_castle_g_square_keep bo_interior_castle_g_square_keep -100.000000 -100.000000 100.000000 100.000000 -100.000000 0
1 100000
1 750
0

and replace this name with arabian_interior_keep_a and bo_arabian_interior_keep_a respectively as these are the meshes Shariz uses.
 
Interiors need you to specify interior mesh (unlike other scene objects, it doesn't count as prop and thus isn't stored in .sco file). Open scenes.txt, find this record:

scn_town_14_castle town_14_castle 1 interior_castle_g_square_keep bo_interior_castle_g_square_keep -100.000000 -100.000000 100.000000 100.000000 -100.000000 0
1 100000
1 750
0

and replace this name with arabian_interior_keep_a and bo_arabian_interior_keep_a respectively as these are the meshes Shariz uses.

Thanks, still nothing though. I have changed both the script (and saved) and sceneobj file. Would it matter if I am using the game through steam?
 
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still nothing though
Oh, turns out PoP doesn't load this native mesh by default. A pity, it's great. Easy to fix tho:
- open Pendor's module.ini, find this line:
load_mod_resource = wb_interiors_steppe
- add this as the next line, save:
load_resource = interiors_arabian
- replace the .sco as Gorvex said
- rename the mesh in scenes.txt as I said

After doing these steps my Singal interior become that of Shariz. My testing module is not steam tho (to prevent possible automatic overrides) so idk when that happens or how often, sorry.
 
Hi,
Is there a tweak to limit the number of uses for elixirs, like for example 10 times? Something that can make the 11th time exchanging Qualis Gem for elixir result in a zero increase? (while the idea of unlimited Qualis-elixir making an OP character sounds tempting, I'm looking for a more... vanilla experience with an obligation to delegate more party skills and roles among companions).
Thank you.
 
Hi,
Is there a tweak to limit the number of uses for elixirs, like for example 10 times? Something that can make the 11th time exchanging Qualis Gem for elixir result in a zero increase? (while the idea of unlimited Qualis-elixir making an OP character sounds tempting, I'm looking for a more... vanilla experience with an obligation to delegate more party skills and roles among companions).
Thank you.
Tweak 18 l) on the Wikia (link in my signature) is what you are looking for. But I'm unsure if it needs to be updated to v3.9.5.1. To check that, I compiled a list of changes on the 1st page of comments, with which you can update any tweak from v3.9.4 to v3.9.5.1.

In any case, change the number of uses before halved effects from 3 to 10, and then replace the halved effect stat bonuses with 0.
 
Reposting from the Bugs Thread (though I'm not sure which Tweak would've affected this):

I've recently become the King of my own faction for the, uh ... 20th? time (I'll win this time, I swear!).

Whenever I speak to a companion to issue an order to my vassals (I have 1 at the moment; Lord Roland) I get a soft-lock on the next screen, where it switches to your character's portrait and you are supposed to left-click to continue. Left-clicking doesn't work, and I need to alt-tab out and close the game manually.

I suspect that I've messed something up with one of the tweaks from the tweak page on the Wiki, but I'm not sure which, if any of them, would have affected that conversation. I didn't apply the only tweak that directly mentions the marshal (command allies even if you aren't marshal).

I'm happy to bug-hunt this myself, but I'm not sure which portion of which file controls that conversation. Anyone else see something similar in 3.9.5.1?
 
Reposting from the Bugs Thread (though I'm not sure which Tweak would've affected this):

I've recently become the King of my own faction for the, uh ... 20th? time (I'll win this time, I swear!).

Whenever I speak to a companion to issue an order to my vassals (I have 1 at the moment; Lord Roland) I get a soft-lock on the next screen, where it switches to your character's portrait and you are supposed to left-click to continue. Left-clicking doesn't work, and I need to alt-tab out and close the game manually.

I suspect that I've messed something up with one of the tweaks from the tweak page on the Wiki, but I'm not sure which, if any of them, would have affected that conversation. I didn't apply the only tweak that directly mentions the marshal (command allies even if you aren't marshal).

I'm happy to bug-hunt this myself, but I'm not sure which portion of which file controls that conversation. Anyone else see something similar in 3.9.5.1?
The cause is likely a faulty dialog_state link. Narrow down the possibilities to the tweaks that change dialog_states.txt and/or conversation.txt from among the ones you applied to v3.9.5.1, despite being notified on the Wikia that they are for v3.9.4. still. (hint: I updated sections 3., 4., 5. and 6. to v3.9.5.1 yesterday)

There's a slight possibility that something was messed up by me or one of the tweak authors, but it's much less likely.
 
The vast majority of the non-3.9.5.1 tweaks I applied were those which involved, e.g., troop constants (upgrade Pendor-culture CKOs from Black Archers instead of Knights, etc.) which are easy to back calculate, troop / item editing (switching promotion paths or equipment around), etc. but I added one or two others where there was an exact match (chances of persuading an NPC to stay in your party, etc.).

The only difference in dialog_states.txt (vs. clean 3.9.5.1 download) is the KO castle horse upgrade one (which I just added because I wasn't close to finishing that quest line until recently); looks like I may have misdone the math at the top of conversations.txt, though - lets see if that one works!

ED: Nope; still broken. Damn.

Is the fact that the party marshal text in dialog_states.txt comes after the "end" line going to cause an issue?

member_direct_campaign_choice
member_direct_campaign_call_to_arms_verify
... etc.

ED2: Ahah! Found it - I did mess up the math at the top of the conversations.txt file, because I forgot to add +43 to it from the Kingdom Colors tweak. Thanks for the help in finding the math error!
 
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Oh. Good job and no problem! I was waiting for you to reply which tweaks you've applied exactly, so that I can tell you what to check specifically and how. But never mind then :grin: (less work for me at least)
 
...After doing these steps my Singal interior become that of Shariz. My testing module is not steam tho (to prevent possible automatic overrides) so idk when that happens or how often, sorry.

I tried all three steps, installed it a version outside of Steam, deleted and reinstalled everything and tried it all again... and still nothing. I'm vexed.
 
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